Create, upload, and share Houdini Digital Assets

Orbolt Compact Car

Try them out

Join our community to download and try various Houdini Digital Assets. Houdini Digital Assets have features (sliders, menus, etc.) for quick and specific adjustments. The level of customization is limitless for the author to decide what can be controlled.

 

Houdini Digital Assets are not restricted to just geometry: you can find effects, tools, shaders, environments and much more.

Work

Lightning Fast

The Orbolt Smart 3D Asset Store is an asset marketplace that offers a whole new way to create animations and visual effects.

Powered by Houdini, Orbolt assets are fully customizable and ready to animate and render once tweaked to meet your specifications.

Work Efficiently

Smart

At Orbolt, members of the global Houdini community apply their knowledge and expertise to deliver a comprehensive set of completely customizable 3D assets, from fully-rigged props, to render-ready visual effects, animatable characters, game assets and more.

Now you can access high-quality 3D assets from a community you can trust to keep your project on-time and on-budget.

Houdini Animation Tools

Digital artists, like yourself, are being asked to create more and more animation and VFX shots, while achieving realistic results with tighter deadlines and shrinking resources. To handle the workload and keep focused on the creative process, it is time to go procedural with Houdini.

Houdini offers unprecedented levels of flexibility and control which will enhance the way you work creatively and make you and your team much more productive.


Download for Free

Use in

   

other

   

3D packages

Various Houdini Digital Assets have been designed to also work in other applications with the Houdini Engine plugin such as Maya, Unity 3D, Unreal Editor and Cinema 4D.

Become an

   

Author

Join the Orbolt community and become a smart 3D asset author. Set your own prices and let Orbolt deliver your assets to the world.

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Recent News

NOV

14th

Houdini utilized in The Meg

https://www.sidefx.com/community/the-meg-sony-imageworks/

The giant shark, or megalodon, is seen several times in the film making large crashing impacts on the water surface, generating spray and wakes in the ocean surface, and distorting underwater volumes as it powers through the water. Imageworks relied on Houdini not only for those big moments, but also for the rivulets on the creature’s skin, droplets on its teeth and for what were called ‘streamers’ coming from the Meg’s gills and mouth.
Read the full story here

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OCT

22nd


Embedded licenses in H17

Starting in Houdini 17 (Banshee) we've made it easier to download and use copy-protected Studio licenses in a Studio environment.



Copy-protected Studio licenses can be used without being logged in while the Commercial and other licenses require being logged in.



This helps Studios to utilize the assets without the previous additional requirements and improve their workflow.

Please note, this feature is only available in Houdini 17 and upwards. Also, for non-studio copy protected assets, a login / sync is required.

Read more »

OCT

16th


Houdini 17 Banshee released!

Houdini 17 Banshee marks another comprehensive and solid milestone by SideFX introducing powerful new physical simulation tools such as the Vellum multi-solver for fast cloth, a new organic white water solver and material-based destruction workflows. In addition, significant enhancements can be found in Houdini’s interactive modeling and procedural UV tools, erosion models for terrain, character rigging and animation, a brand new 3ds Max plug-in for Houdini Engine, and much more. Find out more here.



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JUN

13th


Houdini HIVE Presentations in Utrecht 2018

At Houdini HIVE Utrecht, the community came together for a packed day of informative sessions in two tracks: Advertising/Motion Graphics and Video Game Development. Below are online videos of some of presentations where recording was possible.





How do you create 100 square km of wilderness with a terrain changing every day? One of the challenges with a modern open world is its sheer size. Not every square meter of the world will receive the attention of a level artist or a level designer. Yet while filling empty space is easy, creating natural-looking environments is a bigger challenge.

Ubisoft's solution on 'Far Cry 5' was to develop a set of procedural tools to generate biomes, texture the terrain, setup freshwater networks, generate cliff rocks and more. Procedural technical artist Étienne Carrier walks you through how they tacked this challenge. Details can be viewed here.



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